[2.0.25] Some signals dont work

Bugs that are actually features.
Robert3D
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[2.0.25] Some signals dont work

Post by Robert3D »

Some very specific signals cannot be used in logic. They cant even be simply output by a constant combinator. All of the signals in question are only accessible through blueprint editing and not through normal gameplay, however this is still impacting high level combinator builds.

The signals are:
  • Every quality of:
    • "type": "virtual","name": "signal-item-parameter"
      "type": "virtual","name": "signal-fuel-parameter"
      "type": "virtual","name": "signal-fluid-parameter"
      "type": "virtual","name": "signal-signal-parameter"
      "type": "virtual","name": "signal-anything"
      "type": "virtual","name": "signal-everything"
      "type": "virtual","name": "signal-each"
      "type": "virtual","name": "signal-unknown"
    I understand if they were disabled intentionally, but i dont quite understand why they would cause issues. All of those signals except "signal-anything", "signal-everything", "signal-each" and maybe "signal-unknown" are new to 2.0. In 1.1 the signals "signal-anything", "signal-everything" and "signal-each" worked just like any other signal, except that you couldnt properly do math with them isolated in a decider or arithmetic combinator (i didnt get to test "signal-unknown"). They were still considered a regular signal by that combinator and they would be output as expected. Afaik, the parameter signals never get changed to anything else, as they are normally used in trains, not combinators.

    This is certainly low priority, but i would still like to see this fixed. Its currently impacting a lamp display project im working on (for reference, this takes out 148 pixels). I could see a much bigger impact on more complicated builds without a easy visualization of output data.
    If the signals are going to remain disabled, i would like to have the higher quality variants be enabled and every disabled signal to become unuseable in the constant combinator to visualize. They could either be removed entirely from the group of signals, or the game could display an error message when trying to import a blueprint with a constant combinator that has a disabled signal.
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IsaacOscar
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Re: [2.0.25] Some signals dont work

Post by IsaacOscar »

What happened to your list of signals where only some qualities didn't work?
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boskid
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Re: [2.0.25] Some signals dont work

Post by boskid »

Those are all special signals and i intentionally made them not to be sent to circuit network as it would create ambiguity how to process them since you should not be able to select them on inputs side since if they would be set on input they would have special meaning about how to process incoming signals.

Not a bug.
Robert3D
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Re: [2.0.25] Some signals dont work

Post by Robert3D »

IsaacOscar wrote: Sat Dec 14, 2024 7:17 am What happened to your list of signals where only some qualities didn't work?
Despite double and triple checking that those signals didnt work, and that my testing build functioned as i wanted it to, it only appeared that those signals didnt work in my specific build. I accidentally canceled out the signal so it appeared like they wouldnt be output at all. These signals work just like the others, so i edited the post
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